Critical Role Season Four Could Have Resolved My Least Favorite Dungeons & Dragons Creature

D&D offers a unique creative space. In theory, it serves as a blank canvas where the creativity of DMs and participants can craft any kind of picture. However, Dungeons & Dragons also carries a five-decade history of worlds, creatures, spellcasting rules, well-known NPCs, and rich mythology. Even the most talented imaginative thinkers find it difficult to entirely detach themselves from this vast landscape of references, meaning that a lot of “fresh” content for D&D is a reworking of familiar ideas. At times you get elements that are as brilliant as “Gangsta’s Paradise,” other times you cringe like when listening to “All Summer Long.”

Critical Role has gotten plenty creative in the past due to the unique worlds of its first setting (designed by the DM Matt Mercer) and now the new world Aramán (the world crafted by Brennan Lee Mulligan for its fourth campaign). While devoted followers of Brennan and his other series Dimension 20 work may identify some of his common themes (He really hates the gods!), episode 2 stood out to me because of a highly innovative interpretation on a classic Dungeons & Dragons monster category: angelic beings.

A Brief History of Heavenly Beings in D&D

Fiendish creatures (often called evil outsiders) have been included in Dungeons & Dragons since the mid-70s, but it took a while longer for their heavenly counterparts to appear. A few unique “divine messengers” with specific names appeared in the publication Dragon issues #12 (February 1978) and 17 (August 1978). These were little more than riffs on the celestial figures from Hebrew and Christian religious lore; for truly unique interpretations, we had to hold out for 1982 and the creator Gary Gygax’s “Featured Creatures” article in Dragon magazine, where he presented fresh creatures that would be included in 1983’s Monster Manual II. That’s where the deva angel, the planetar angel, and the solar first appeared, starting a tradition of creatures known as celestial entities that is still present in the most recent version of the role-playing game.

In D&D, celestial beings are the servants of good-aligned deities, made by their creators to serve as warriors, commanders, messengers, liaisons with mortals, and overall to populate their domains in the Upper Planes. They are paragons of virtue who battle the forces of chaos and evil from the Infernal Realms and support the belief of their deity on the mortal world. Despite their direct relationship with the divine beings, celestials are unique individuals with individual traits. Famous examples encompass Lumalia and Zariel from the Forgotten Realms setting, the Lady of the Lake from the Greyhawk setting, and even Dame Aylin from Baldur’s Gate 3.

Celestial lore is markedly underdeveloped in contrast to demonic entities. The Abyss has 99 layers of expanding chaos and lords of demons tearing each other apart. The infernal Nine Hells are a interpretation of the series Game of Thrones with greater violence and more interesting side stories. And don’t get me started the Yugoloth. In the meantime, all the essential information about celestial beings can be gathered in an short time of wiki reading.

It’s not surprising that creatures who resemble biblical angels went underdeveloped. Rumor has it that Gary Gygax felt uneasy about giving players game statistics for divine beings they could kill in their sessions, and even if celestials were later expanded with a bigger range of appearances and roles, that controversial beginning hindered their growth. There’s also only so much what you can create for beings that are created to be divine minions. Certainly, they have independent thought, but their storytelling range is limited. From that perspective, the bad guys have far greater liberty: They have established masters (Lords of Demons, Infernal Dukes, and so on) but they’re in the end fickle and chaotic entities that can spin in a lot of directions without sacrificing their distinct identity.

How Critical Role Campaign 4 Reimagines Heavenly Beings

To be frank, I understand: Celestial beings are simply not very compelling. Divine champions of good that strike down wickedness in every manifestation can be impressive, but they also get cheesy very fast. That general lack of interest implies we still don’t know that much about celestials. As an illustration, we have yet to learn what happens once the god who made them dies. There is no canonical answer, and every DM is able to come up with their own interpretation. The DM Brennan Lee Mulligan decided to make this question central to the world of Aramán, a place where the gods have all been killed by mortals in a great conflict that concluded 70 years before the start of the campaign. So what became of the followers of these gods?

Mulligan’s answer is simple, horrifying, and highly intriguing: They became insane and turned into a blight that devastated entire countries. A lot about the history of Aramán, the war against the gods, and its consequences in the current era has still to be revealed, but it seems that when the gods died, the celestials became “wild”. They transformed into creatures that could destroy entire regions if left unchecked. The audience caught a sight of how scary such a being can be at the conclusion of the second episode, as Wicander (player Sam Riegel) encountered his “ancestor,” a fearsome celestial kept chained in a enormous casket.

It is no accident that the most compelling celestials in D&D, story-wise, are those who have lost their divinity. The angel Zariel, for example, was a powerful Solar whose obsession with concluding the Blood War resulted in her being tainted by Asmodeus and transformed into an Archdevil. Fazrian is a little-known Planetar angel who was summoned by a cleric inside Undermountain and became obsessed with “purging” the wickedness in the Terminus area of the massive dungeon, slowly succumbing to the madness infusing the location.

The taint seen in Campaign 4 of Critical Role takes a different shape. These celestial beings didn’t fall from grace. They weren’t tricked, or led astray by their own arrogance or obsessions. They are victims; another terrible consequence of the Shapers’ War. As Campaign 4 continues, it is hoped the DM focuses on the idea that, no matter how “righteous” that conflict was, the humans who won it may still regret the consequences. Their realm has been harmed, their connection to the afterlife has been cut off, and the creatures that were once their guardians, shepherding their souls to safety after death, are now frightening disasters.

Certainly, this might simply be a practical method to address Gygax’s initial quandary. It’s easy to rationalize slaying an angel when it’s a screaming, mad entity with rows of teeth, but I am also highly fascinated by this fresh variation of the celestial mythos in Dungeons & Dragons. I don’t necessarily agree with Brennan’s aversion for gods in his stories, but I nonetheless favor these horrific heavenly beings to the flat {

Sandra Harrington
Sandra Harrington

A tech journalist and digital culture analyst with over a decade of experience covering emerging technologies and their societal impacts.